/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef ILLUSIONS_ILLUSIONS_H #define ILLUSIONS_ILLUSIONS_H #include "audio/mixer.h" #include "audio/decoders/aiff.h" #include "common/array.h" #include "common/events.h" #include "common/file.h" #include "common/memstream.h" #include "common/random.h" #include "common/str.h" #include "common/substream.h" #include "common/system.h" #include "common/winexe.h" #include "common/winexe_pe.h" #include "engines/engine.h" #include "graphics/surface.h" struct ADGameDescription; namespace Illusions { #define ILLUSIONS_SAVEGAME_VERSION 0 class ResourceSystem; struct SurfInfo; class ActorItem; class ActorItems; class ActorType; class BackgroundItem; class BackgroundItems; class BackgroundResource; class Camera; class Control; class Input; class Screen; class ScriptResource; class ScriptMan; class Sequence; class FramesList; class IllusionsEngine : public Engine { protected: Common::Error run(); virtual bool hasFeature(EngineFeature f) const; public: IllusionsEngine(OSystem *syst, const ADGameDescription *gd); ~IllusionsEngine(); const Common::String getTargetName() { return _targetName; } private: const ADGameDescription *_gameDescription; Graphics::PixelFormat _pixelFormat; public: Common::RandomSource *_random; ResourceSystem *_resSys; void updateEvents(); Screen *_screen; Input *_input; ScriptMan *_scriptMan; ActorItems *_actorItems; BackgroundItems *_backgroundItems; Camera *_camera; Common::Point *getObjectActorPositionPtr(uint32 objectId); Control *findControl(uint32 objectId); ActorType *findActorType(uint32 actorTypeId); Sequence *findSequence(uint32 sequenceId); FramesList *findSequenceFrames(Sequence *sequence); void notifyThreadId(uint32 &threadId); void setCursorControl(Control *control); void placeCursor(Control *control, uint32 sequenceId); bool showCursor(); bool hideCursor(); #if 0 // Savegame API enum kReadSaveHeaderError { kRSHENoError = 0, kRSHEInvalidType = 1, kRSHEInvalidVersion = 2, kRSHEIoError = 3 }; struct SaveHeader { Common::String description; uint32 version; byte gameID; uint32 flags; uint32 saveDate; uint32 saveTime; uint32 playTime; Graphics::Surface *thumbnail; }; bool _isSaveAllowed; bool canLoadGameStateCurrently() { return _isSaveAllowed; } bool canSaveGameStateCurrently() { return _isSaveAllowed; } Common::Error loadGameState(int slot); Common::Error saveGameState(int slot, const Common::String &description); void savegame(const char *filename, const char *description); void loadgame(const char *filename); const char *getSavegameFilename(int num); bool existsSavegame(int num); static Common::String getSavegameFilename(const Common::String &target, int num); static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *in, bool loadThumbnail, SaveHeader &header); #endif }; } // End of namespace Illusions #endif // ILLUSIONS_ILLUSIONS_H